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QModManager 4.0 - Nexus Release #159

Merged
merged 115 commits into from Aug 3, 2020
Merged

QModManager 4.0 - Nexus Release #159

merged 115 commits into from Aug 3, 2020

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MrPurple6411
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@MrPurple6411 MrPurple6411 commented Aug 2, 2020

QModManager 4.0 - now powered by BepInEx

Traditionally, QModManager made permanent patches to Subnautica's managed assemblies to inject our code and load mods. Now, thanks to BepInEx, this is no longer required!

Advantages

  • If Subnautica/BZ updates, no need to run the installer again, QMods will still work.
  • BepInEx supports Windows, Linux and macOS out of the box.
  • Not permanently patching the game files increases compatibility, including with game-agnostic mods such as Runtime Unity Editor - a utility written for BepInEx that shows detailed debugging info in-game - very useful for modders!
  • New version of Harmony!

Changes in this version

Build for SN1 and BZ Stable as of August 2, 2020:

QModManager.zip

…o use QModManager.exe, but that's not what this branch is designed for.
… use that as our entry point to avoid issues with loading assets, which was previously caused by QMMLoader running patch methods and loading QMods during UnityEngine.CoreModule's Application constructor, which was too early.
…ily understandable what's going on. Also added [Obsolete] attribute where appropriate, in a similar manner to QModManager's entry point.
…ins from QMods and vice versa via a patcher. QMods generate BepInEx plugin components which expose their IQMod metadata for easy BepInEx use.
GameDetector now supports hard-coding required build versions per game.
…eDir\qmodmanager_log_{process}_{timestamp}.txt`
QModManager 4.0 - Migration to a BepInEx plugin
@PrimeSonic PrimeSonic self-assigned this Aug 3, 2020
@PrimeSonic PrimeSonic merged commit 42c2ade into master Aug 3, 2020
@PrimeSonic PrimeSonic deleted the devQ2 branch August 3, 2020 02:51
@PrimeSonic PrimeSonic changed the title QModManager 4.0 - Nexus Release? QModManager 4.0 - Nexus Release Aug 3, 2020
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4 participants